163 lines
5.7 KiB
C
163 lines
5.7 KiB
C
|
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
// $NoKeywords: $
|
|||
|
//=============================================================================//
|
|||
|
|
|||
|
#ifndef SOUNDFLAGS_H
|
|||
|
#define SOUNDFLAGS_H
|
|||
|
|
|||
|
#if defined( _WIN32 )
|
|||
|
#pragma once
|
|||
|
#endif
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// channels
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
enum
|
|||
|
{
|
|||
|
CHAN_REPLACE = -1,
|
|||
|
CHAN_AUTO = 0,
|
|||
|
CHAN_WEAPON = 1,
|
|||
|
CHAN_VOICE = 2,
|
|||
|
CHAN_ITEM = 3,
|
|||
|
CHAN_BODY = 4,
|
|||
|
CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area
|
|||
|
CHAN_STATIC = 6, // allocate channel from the static area
|
|||
|
CHAN_VOICE_BASE = 7, // allocate channel for network voice data
|
|||
|
};
|
|||
|
|
|||
|
enum
|
|||
|
{
|
|||
|
CHAN_USER_BASE = (CHAN_VOICE_BASE+128) // Anything >= this number is allocated to game code.
|
|||
|
};
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// common volume values
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
#define VOL_NORM 1.0f
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// common attenuation values
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
#define ATTN_NONE 0.0f
|
|||
|
#define ATTN_NORM 0.8f
|
|||
|
#define ATTN_IDLE 2.0f
|
|||
|
#define ATTN_STATIC 1.25f
|
|||
|
#define ATTN_RICOCHET 1.5f
|
|||
|
|
|||
|
// HL2 world is 8x bigger now! We want to hear gunfire from farther.
|
|||
|
// Don't change this without consulting Kelly or Wedge (sjb).
|
|||
|
#define ATTN_GUNFIRE 0.27f
|
|||
|
|
|||
|
enum soundlevel_t
|
|||
|
{
|
|||
|
SNDLVL_NONE = 0,
|
|||
|
|
|||
|
SNDLVL_20dB = 20, // rustling leaves
|
|||
|
SNDLVL_25dB = 25, // whispering
|
|||
|
SNDLVL_30dB = 30, // library
|
|||
|
SNDLVL_35dB = 35,
|
|||
|
SNDLVL_40dB = 40,
|
|||
|
SNDLVL_45dB = 45, // refrigerator
|
|||
|
|
|||
|
SNDLVL_50dB = 50, // 3.9 // average home
|
|||
|
SNDLVL_55dB = 55, // 3.0
|
|||
|
|
|||
|
SNDLVL_IDLE = 60, // 2.0
|
|||
|
SNDLVL_60dB = 60, // 2.0 // normal conversation, clothes dryer
|
|||
|
|
|||
|
SNDLVL_65dB = 65, // 1.5 // washing machine, dishwasher
|
|||
|
SNDLVL_STATIC = 66, // 1.25
|
|||
|
|
|||
|
SNDLVL_70dB = 70, // 1.0 // car, vacuum cleaner, mixer, electric sewing machine
|
|||
|
|
|||
|
SNDLVL_NORM = 75,
|
|||
|
SNDLVL_75dB = 75, // 0.8 // busy traffic
|
|||
|
|
|||
|
SNDLVL_80dB = 80, // 0.7 // mini-bike, alarm clock, noisy restaurant, office tabulator, outboard motor, passing snowmobile
|
|||
|
SNDLVL_TALKING = 80, // 0.7
|
|||
|
SNDLVL_85dB = 85, // 0.6 // average factory, electric shaver
|
|||
|
SNDLVL_90dB = 90, // 0.5 // screaming child, passing motorcycle, convertible ride on frw
|
|||
|
SNDLVL_95dB = 95,
|
|||
|
SNDLVL_100dB = 100, // 0.4 // subway train, diesel truck, woodworking shop, pneumatic drill, boiler shop, jackhammer
|
|||
|
SNDLVL_105dB = 105, // helicopter, power mower
|
|||
|
SNDLVL_110dB = 110, // snowmobile drvrs seat, inboard motorboat, sandblasting
|
|||
|
SNDLVL_120dB = 120, // auto horn, propeller aircraft
|
|||
|
SNDLVL_130dB = 130, // air raid siren
|
|||
|
|
|||
|
SNDLVL_GUNFIRE = 140, // 0.27 // THRESHOLD OF PAIN, gunshot, jet engine
|
|||
|
SNDLVL_140dB = 140, // 0.2
|
|||
|
|
|||
|
SNDLVL_150dB = 150, // 0.2
|
|||
|
|
|||
|
SNDLVL_180dB = 180, // rocket launching
|
|||
|
|
|||
|
// NOTE: Valid soundlevel_t values are 0-255.
|
|||
|
// 256-511 are reserved for sounds using goldsrc compatibility attenuation.
|
|||
|
};
|
|||
|
|
|||
|
#define MAX_SNDLVL_BITS 9 // Used to encode 0-255 for regular soundlevel_t's and 256-511 for goldsrc-compatible ones.
|
|||
|
#define MIN_SNDLVL_VALUE 0
|
|||
|
#define MAX_SNDLVL_VALUE ((1<<MAX_SNDLVL_BITS)-1)
|
|||
|
|
|||
|
|
|||
|
#define ATTN_TO_SNDLVL( a ) (soundlevel_t)(int)((a) ? (50 + 20 / ((float)a)) : 0 )
|
|||
|
#define SNDLVL_TO_ATTN( a ) ( (a > 50) ? (20.0f / (float)(a - 50)) : ( (a == 0) ? (0.0f) : (4.0f) ) )
|
|||
|
|
|||
|
// This is a limit due to network encoding.
|
|||
|
// It encodes attenuation * 64 in 8 bits, so the maximum is (255 / 64)
|
|||
|
#define MAX_ATTENUATION 3.98f
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Flags to be or-ed together for the iFlags field
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
enum SoundFlags_t
|
|||
|
{
|
|||
|
SND_NOFLAGS = 0, // to keep the compiler happy
|
|||
|
SND_CHANGE_VOL = (1<<0), // change sound vol
|
|||
|
SND_CHANGE_PITCH = (1<<1), // change sound pitch
|
|||
|
SND_STOP = (1<<2), // stop the sound
|
|||
|
SND_SPAWNING = (1<<3), // we're spawning, used in some cases for ambients
|
|||
|
// not sent over net, only a param between dll and server.
|
|||
|
SND_DELAY = (1<<4), // sound has an initial delay
|
|||
|
SND_STOP_LOOPING = (1<<5), // stop all looping sounds on the entity.
|
|||
|
SND_SPEAKER = (1<<6), // being played again by a microphone through a speaker
|
|||
|
|
|||
|
SND_SHOULDPAUSE = (1<<7), // this sound should be paused if the game is paused
|
|||
|
SND_IGNORE_PHONEMES = (1<<8),
|
|||
|
SND_IGNORE_NAME = (1<<9), // used to change all sounds emitted by an entity, regardless of scriptname
|
|||
|
};
|
|||
|
|
|||
|
#define SND_FLAG_BITS_ENCODE 9
|
|||
|
|
|||
|
#define MAX_SOUND_INDEX_BITS 13
|
|||
|
#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS)
|
|||
|
|
|||
|
#if !defined( IN_XBOX_CODELINE )
|
|||
|
// +/-4096 msec
|
|||
|
#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (13)
|
|||
|
#else
|
|||
|
// +/-65536 msec, 64 seconds
|
|||
|
#define MAX_SOUND_DELAY_MSEC_ENCODE_BITS (17)
|
|||
|
#endif
|
|||
|
|
|||
|
// Subtract one to leave room for the sign bit
|
|||
|
#define MAX_SOUND_DELAY_MSEC (1<<(MAX_SOUND_DELAY_MSEC_ENCODE_BITS-1)) // 4096 msec or about 4 seconds
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// common pitch values
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
#define PITCH_NORM 100 // non-pitch shifted
|
|||
|
#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high
|
|||
|
#define PITCH_HIGH 120
|
|||
|
|
|||
|
#define DEFAULT_SOUND_PACKET_VOLUME 1.0f
|
|||
|
#define DEFAULT_SOUND_PACKET_PITCH 100
|
|||
|
#define DEFAULT_SOUND_PACKET_DELAY 0.0f
|
|||
|
|
|||
|
#endif // SOUNDFLAGS_H
|